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Topic: Newbie questions (Read 17510 times)

The bit on 'extended actions' that require multiple successes to come to conclusions is in the section on Contests, and is written so as to only apply to them. What about Challenges? Can they also span multiple successes to finish, or is that supposed to be subsumed in to Difficulty?

As it is "Extended Contests", not "Extended Actions" (do I detect a fellow WoD fan?), I think that it's probably subsumed into Difficulty for Challenges. From page 140: "Challenges are the most common type, and use only the basic rules for rolling dice. Contests and Conflicts have additional rules that are described on pages 157 and 169."

I could see those rules being used for lengthy or complex Challenges, sure. It's not a standard application of the rules (thus the current organization), but there's no reason you couldn't apply them in the right context.

Next! In physical conflicts, when and how does movement during a beat 'resolve'?

As a matter of interest are these questions coming up in actual play, or just your reading through the text?

FWIW I don't think Mistborn's game system has a static rule as to when movement during a beat resolves. Movement is very loosely handles and the amount of movement can vary. I strongly suggest that your use your common sense and be confident that its in everyone's interest to keep the narrative exciting and free flowing.

I think almost all my questions have come up from in play concerns, either questions posed to me by players or things I've been wondering about having to act for NPCs. I'm not really one to try to nitpick a system for the sake of doing so.

I think almost all my questions have come up from in play concerns, either questions posed to me by players or things I've been wondering about having to act for NPCs. I'm not really one to try to nitpick a system for the sake of doing so.

It's cool. Most of your questions just haven't come up in my actual play experiences, so I was just curious.

Latest question: It says that for both Zinc and Brass, you can target multiple individuals up to your rating with the respective metals. How does that work, particularly with respect to a flared state? My assumption would be similarly to the way multiple targets for Steel/Iron does, but that runs into some problems when Copper is introduced.

Latest question: It says that for both Zinc and Brass, you can target multiple individuals up to your rating with the respective metals. How does that work, particularly with respect to a flared state? My assumption would be similarly to the way multiple targets for Steel/Iron does, but that runs into some problems when Copper is introduced.

There was a powerful Rioter who wanted to use an "emotional Allomancy" attack against Willpower during a Conflict. There were two targets, both of which were burning Copper, but they each had different ratings. How do I determine his Action dice, and how are they applied?

There was a powerful Rioter who wanted to use an "emotional Allomancy" attack against Willpower during a Conflict. There were two targets, both of which were burning Copper, but they each had different ratings. How do I determine his Action dice, and how are they applied?

I'm confused. The number of targets and their stats shouldn't matter for determining the Rioter's Action Dice. Those are determined with his stats, not theirs.

Since the Rioter is attacking multiple targets, I assume (it is not clearly stated how this works) it functions the same as the Multiple Targets Stunt for Steel/Iron: Create your pool, roll once, each target defends seperately and compares against your roll. However, Copper subtracts its rating from the Rioter's dice pool. If each target has a distinct Copper rating, this has me confused how to form that single pool for the Rioter.

Since the Rioter is attacking multiple targets, I assume (it is not clearly stated how this works) it functions the same as the Multiple Targets Stunt for Steel/Iron: Create your pool, roll once, each target defends seperately and compares against your roll. However, Copper subtracts its rating from the Rioter's dice pool. If each target has a distinct Copper rating, this has me confused how to form that single pool for the Rioter.

Let me think on this a bit and maybe confer with Alex. More as I know.